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Hexhunt
  • HEXHUNT
  • 📓Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
      • Classes
        • Warrior
        • Priest
        • Witch
        • Pariah
      • Starting Money
    • Equipment
      • Weapons
      • Armour
      • Camping
      • Clothing
      • Containers
      • Cooking
      • Specialist Kits
      • Tools
      • Transportation
      • Writing
      • Market Goods
    • Combat
      • Combat Sequence
      • Initiative
      • Attacking and Damaging
      • Actions, unengaged
      • Actions, engaged
      • Facing
      • Morale
      • Terrain
      • Mounted Combat
      • Alternate Combat Rules
      • Monster Tactics
      • To Hit Matrix
    • Magic
      • Zeal
      • Soulstone
      • Corruption
      • Spellcasting
      • Spells
      • Revealing
      • Brewing
      • Spellbinding
      • Enchanting and Blessing
  • 📕Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
      • Checks and Saves
      • Movement
      • Encumbrance
      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
      • Delve Actions
        • Search
        • Loot
        • Listen
        • Enter
        • Sup
        • Respite
      • Exploration Actions
        • Survey
        • Forage
        • Fish
        • Hunt, Track, Set Traps
        • Cook
        • Harvest
        • Graze Animals
        • Rest and Encamp
        • Mountaineering
    • Events
      • POI Events
        • POI Incidents
        • POI Objects
        • POI Monsters
      • Overland Events
        • Incident
        • Object
        • Monster
    • Missions
      • Tasks
      • Quests
      • Hunts
      • Contracts
    • Factions
    • Retainers
    • NPCs
    • Divination
    • Coinage and Trade
    • Tomes and Scrolls
    • Company Rules
    • Domain Rules
      • Construction
    • Maritime Affairs
    • Appendix A
      • Traps
      • Treasure
      • Secret Doors
    • Appendix B
      • Alchemical Materials
      • Armour
      • Beverages
      • Camp Equipment
      • Charms
      • Cloth
      • Clothing
      • Concoctions
      • Container
      • Cooking Equipment
      • Corpse, Carcass
      • Dairy
      • Essences, Perfumes
      • Field Rations
      • Flowers, fresh and dried
      • Fruit
      • Gemstones
      • Grain, feed
      • Herbs, spices, nuts
      • Liquids
      • Lumber
      • Meat
      • Metals, Metalloids
      • Minerals, Stones,Pigments
      • Misc. Tools
      • Mould, Fungi
      • Mundane Items
      • Oils
      • Oils, Spirits
      • Seasonings
      • Specialist Kits
      • Spellbound Items
      • Stones, bricks
      • Talismans
      • Tomes, scrolls
      • Transportation
      • Trinkets
      • Valuables
      • Vegetables
      • Vitriols
      • Waters
      • Weapons
      • Writing Materials
  • 📘Of Men & Monsters
    • Men
      • Humans
      • Abhumans
    • Monsters
      • Beasts
      • Legendary Monsters
        • Bugbears
        • Ogres
        • Giants
        • Trolls
        • Dragons
        • Demons
    • Appendix C
      • POI Generation
    • License
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On this page
  • Skills
  • Careers
  1. Of Sword & Sorcery
  2. Character

Classes

PreviousAlignmentNextWarrior

Last updated 2 years ago

There are four archetypes, i.e. classes, to choose from for your character. These are warrior, priest, witch, and pariah.

The and the are the representatives of the wilderness, of the old ways, of freedom, and of the darker side of the shadow, whereas the and the are the representatives of civilization, of enclosed spaces, of light and of order.

Each class starts the game with certain advantages over the others.

Class
Ability
Edge

Warrior

STR

starts with 1d6 additional HP.

Priest

INT

starts with access to n daybound spells, n being equal to its INT.

Witch

INT

starts with access to n nightbound spells, n being equal to its INT.

Pariah

DEX

starts with 1d6 additional silver coins.

Skills

Each class has a specific set of skills, which only they have access to.

Warrior
Priest
Witch
Pariah

Double Attack

Arcanum

Herbalism

Backstab

Leader

Bless

Enchant

Climb

Monster Hunter

Reveal

Reveal

Detect

Rage

Spellbind

Spellbind

Disarm

Shield Block

Spellcast (daybound)

Spellcast (nightbound)

Hide

Specialist

Lockpick

Sneak

Read Languages

Careers

Careers are the paths that your character may trace, depending on the acts he performs. Each class has multiple career paths. Below you will find a list of starter kits for each class.

Starting Careers

Class
1
2
3

Warrior

Hunter

Militia

Woodsman

Priest

Pilgrim

Student

Acolyte

Witch

Apprentice

Graverobber

Hermit

Pariah

Conman

Exile

Vagabond

Advancing Careers

To advance a character's career, the character must provide all the prerequisites for the advancement as described in the definition of that particular career step.

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warrior
witch
priest
pariah